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Testbed evaluation of virtual environment interaction techniques

TLDR
This paper presents a systematic approach, testbed evaluation, for the assessment of interaction techniques for VEs, and presents two testbed experiments, covering techniques for the common VE tasks of travel and object selection/manipulation.
Abstract
As immersive virtual environment (VE) applications become more complex, it is clear that we need a firm understanding of the principles of VE interaction. In particular, designers need guidance in choosing three-dimensional interaction techniques. In this paper, we present a systematic approach, testbed evaluation, for the assessment of interaction techniques for VEs. Testbed evaluation uses formal frameworks and formal experiments with multiple independent and dependent variables in order to obtain a wide range of performance data for VE interaction techniques. We present two testbed experiments, covering techniques for the common VE tasks of travel and object selection/manipulation. The results of these experiments allow us to form general guidelines for VE interaction, and to provide an empirical basis for choosing interaction techniques in VE applications. This has been shown to produce measurable usability gains in a real-world VE application.

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Doug A. Bowman
bowman@vt.edu
Department of Computer Science
Virginia Polytechnic Institute & State
University
Donald B. Johnson
Larry F. Hodges
{donny, hodges}@cc.gatech.edu
Graphics, Visualization, and Usability
Center
Georgia Institute of Technology
Presence, Vol. 10, No. 1, February 2001, 75–95
© 2001 by the Massachusetts Institute of Technology
Testbed Evaluation of Virtual
Environment Interaction
Techniques
Abstract
As immersive virtual environment (VE) applications become more complex, it is
clear that we need a firm understanding of the principles of VE interaction. In par-
ticular, designers need guidance in choosing three-dimensional interaction tech-
niques. In this paper, we present a systematic approach, testbed evaluation, for the
assessment of interaction techniques for VEs. Testbed evaluation uses formal frame-
works and formal experiments with multiple independent and dependent variables
to obtain a wide range of performance data for VE interaction techniques. We
present two testbed experiments, covering techniques for the common VE tasks of
travel and object selection/manipulation. The results of these experiments allow us
to form general guidelines for VE interaction and to provide an empirical basis for
choosing interaction techniques in VE applications. Evaluation of a real-world VE
system based on the testbed results indicates that this approach can produce sub-
stantial improvements in usability.
1 Introduction
Applications of immersive virtual environments (VEs) are becoming both
more diverse and more complex. This complexity is not only evident in the
number of polygons being rendered in real time, the resolution of texture
maps, or the number of users immersed in the same virtual world, but also in
the interaction between the user(s) and the environment. Users need to navi-
gate freely through a three-dimensional space, manipulate virtual objects with
six degrees of freedom, or control attributes of a simulation, among many
other things.
However, interaction in three dimensions is not well understood (Herndon,
van Dam, & Gleicher, 1994). Users have difficulty controlling multiple de-
grees of freedom simultaneously, interacting in a volume rather than on a sur-
face, and understanding 3-D spatial relationships. These problems are magni-
fied in an immersive VE, because standard input devices such as mice and
keyboards may not be usable (if the user is standing, for example), the display
resolution is often low (limiting the ability to display text, for example), and
3-D depth cues may be in conflict with one another (accommodation and con-
vergence, for example).
Therefore, the design of interaction techniques (ITs) and user interfaces for
VEs must be done with extreme care to produce useful and usable systems.
Because there is a lack of empirical data regarding VE interaction techniques,
Bowman et al. 75
Copyright by the MIT Press. Bowman, DA; Johnson, DB; Hodges, LF. "Testbed evaluation of virtual environment interaction
techniques," Presence-Teleoperators and Virtual Environments, 2001, Vol. 10 No. 1, 75-95 doi: 10.1162/105474601750182333

we emphasize the need for formal evaluation of ITs,
leading to easily applied guidelines and principles.
In particular, we have found testbed evaluation to be
a powerful and useful tool to assess VE interaction.
Testbeds are representative sets of tasks and environ-
ments, and the performance of ITs can be quantified by
running them through the various parts of a testbed.
Testbed evaluations are distinguished from other types
of formal experiments because they combine multiple
tasks, multiple independent variables, and multiple re-
sponse measures to obtain a more complete picture of
the performance characteristics of an IT, and because
they produce application-independent results.
In this paper, we present our experience with this
type of evaluation. We will begin by discussing related
work and the design and evaluation methodology of
which testbed evaluation is a part. Two testbed experi-
ments are presented, evaluating interaction techniques
for the tasks of travel and selection/manipulation of
virtual objects. The results of these experiments were
applied to the design of a complex VE application. We
conclude with a discussion of the merits of this type of
evaluation.
2 Related Work
Most ITs for immersive VEs have been developed
in an ad hoc fashion or to meet the requirements of a
particular application. Such techniques may be very use-
ful, but they need to be evaluated formally. Work has
focused on a small number of “universal” VE tasks, such
as travel (Koller, Mine, & Hudson, 1996; Ware & Os-
borne, 1990), and object selection and manipulation
(Pierce et al., 1997; Poupyrev, Billinghurst, Weghorst,
& Ichikawa, 1996).
Evaluation of VE interaction has for the most part
been limited to usability studies (for example, Bowman,
Hodges, & Bolter, 1998). Such evaluations test com-
plete applications with a series of predefined user tasks.
Usability studies can be a useful tool for the iterative
design of applications, but we feel that lower-level as-
sessments are necessary due to the newness of this re-
search area.
Another methodology that has been applied to VE
interaction is usability engineering (Hix et al., 1999).
This technique uses expert evaluation, guidelines, and
multiple design iterations to achieve a usable interface.
Again, it is focused on a particular application and not
ITs in general.
A number of guidelines for 3D/VE interaction
have been published (such as Kaur (1998)). Guide-
lines can be very useful to the application developer
as an easy way to check for potential problems. Un-
fortunately, most current guidelines for VEs are ei-
ther too general and therefore difficult to apply, or
taken only from experience and intuition and not
from empirical results.
Testbeds for virtual environments are not new. The
VEPAB project (Lampton et al., 1994) produced a bat-
tery of tests to evaluate performance in VEs, including
tests of user navigation. Unlike our work, however, the
tasks involved were not based on a formal framework of
technique components and other factors affecting per-
formance. The most closely related work to the current
research is the manipulation assessment testbed (VRMAT)
developed by Poupyrev, Weghorst, Billinghurst, and
Ichikawa (1997).
3 Methodology
How does one design and validate testbeds for VE
interaction? It is important that these testbeds represent
generalized tasks and environments that can be found in
real VE applications. Also, we need to understand ITs at
a low level and standardize the measurement of perfor-
mance. For these reasons, we base our testbeds on a
systematic, formal framework for VE interaction tech-
niques (Bowman & Hodges, 1999). In this section, we
will briefly discuss pieces of this methodology that are
relevant to the current work.
3.1 Taxonomies
The first step in creating a formal framework for
design and evaluation is to establish a taxonomy of in-
teraction techniques for each of the universal interaction
76 PRESENCE: VOLUME 10, NUMBER 1

tasks. (Note the word taxonomy because we will employ
both of its accepted meanings: “the science of classifica-
tion,” and “a specific classification.”) Taxonomies parti-
tion the tasks into separable subtasks, each of which rep-
resents a decision that must be made by the designer of
a technique. In this sense, a taxonomy is the product of
a careful task analysis. For each of the lowest-level sub-
tasks, technique components (parts of an interaction
technique that complete that subtask) may be listed.
Figure 1 presents a taxonomy for the tasks of selection
and manipulation, including two levels of subtasks, and
multiple technique components for each of the lowest-
level subtasks. We have also created two taxonomies for
the task of travel.
The taxonomies must come from a deep and
through understanding of the interaction task and the
techniques that have been proposed for it. Therefore,
some initial qualitative evaluation of techniques
and/or design of new techniques for the task is al-
most always required before a useful taxonomy can be
constructed.
Let us consider a simple example. Suppose the inter-
action task is to change the color of a virtual object. (Of
course, this task could also be considered a combination
of other interaction tasks: select an object, select a color,
and give the “change color” command.) A taxonomy
for this task would include several subtasks. Selecting an
object whose color is to change, choosing the color, and
applying the color are subtasks that are directly task-
related. On the other hand, we might also include as-
pects such as the color model used or the feedback
given to the user, which would not be applicable for this
task in the physical world, but which are important con-
siderations for an IT.
We do not claim that any given taxonomy repre-
sents the “correct” partitioning of the task. Different
users have different conceptions of the subtasks that
are carried out to complete a task. Rather, we see our
taxonomies as practical tools that we use as a frame-
work for design and evaluation. Therefore, we are
concerned only with the utility of a taxonomy for
these tasks, and not its “correctness.” In fact, we have
developed two possible taxonomies for the task of
travel, both of which have been useful in determining
different aspects of performance. Rules and guidelines
have been set forth for creating proper taxonomies
(Fleishman & Quaintance, 1984), but we felt that the
categorical structure of these taxonomies did not lend
itself as well to design and evaluation as the simple
task analysis, because they do not allow guided design
or evaluation at the subtask level.
Taxonomies have many desirable properties. First,
they can be verified by fitting known techniques into
them in the process of categorization. Second, they can
be used to design new techniques quickly, by combin-
ing one component for each of the lowest-level sub-
tasks. More relevant to testbed evaluation, they provide
a framework for assessing techniques at a more fine-
grained level. Rather than evaluating two techniques for
the object-coloring task, then, we can evaluate six com-
ponents. This may lead to models of performance that
allow us to predict that a new combination of these
Figure 1. Taxonomy of selection/manipulation techniques.
Bowman et al. 77

components would perform better than either of the
techniques that were tested.
3.2 Performance Metrics
Quantifying the performance of VE interaction
techniques is a difficult task, because performance is
not well defined. It is relatively simple to measure and
quantify time for task completion and accuracy, but
these are not the only requirements of real VE appli-
cations.
VE developers are also concerned with notions such
as the naturalism of the interaction (how closely it mim-
ics the real world) and the degree of presence the user
feels. Usability-related issues such as ease of use, ease of
learning, and user comfort will also be important to an
interface’s success. Finally, task-related performance,
such as spatial orientation during navigation or expres-
siveness of manipulation, is often required.
We should remember that the reason we wish to
find good ITs is so that our applications will be more
usable, and that VE applications have many different
requirements. In many applications, speed and accu-
racy are not the main concerns, and therefore these
should not always be the only response variables in
our evaluations.
Also, more than any other computing paradigm, vir-
tual environments involve the user—his or her senses
and body—in the task. Thus, it is essential that we focus
on user-centric performance measures. If an IT does not
make good use of the skills of the human being, or if it
causes fatigue or discomfort, it will not provide overall
usability despite its performance in other areas. In this
work, then, we will base our evaluations on multiple
performance measures that cover a wide range of appli-
cation and user requirements.
Therefore, in our work, we have a broad definition of
performance, and we will attempt to measure multiple
performance variables during testbed evaluation. For
those factors that are not objectively measurable, stan-
dard questionnaires (for example, Kennedy, Lane, Ber-
baum, and Lilienthal (1993) for simulator sickness, and
Witmer and Singer (1998) for presence) or subject self-
reports may need to be used.
3.3 Outside Factors Influencing
Performance
The interaction technique is not the sole determi-
nant of performance in a VE application. Rather, there
are multiple interacting factors. In particular, we have
identified four categories of outside factors that may
influence performance: characteristics of the task (such
as the required accuracy), environment (such as the
number of objects), user (such as spatial ability), and
system (such as stereo versus biocular viewing).
In our testbed experiments, we consider these factors
explicitly, varying those we feel to be most important
and holding the others constant. This leads to a much
richer understanding of performance. Often there are
too many possible outside factors to evaluate in a single
experiment. In this case, pilot studies can help to elimi-
nate some factors.
3.4 Testbed Evaluation
Our experimental evaluations of VE interaction
techniques have taken many forms, from simple ob-
servational user studies (Bowman & Hodges, 1997),
to usability evaluation (Bowman, Hodges et al.,
1998), to formal experiments (Bowman, Koller, &
Hodges, 1997). However, none of these methods is
able to examine the wide range of task conditions as
well as produce quantitative, general results. There-
fore, we propose the use of testbed evaluation as the
final stage in the analysis of interaction techniques for
universal VE interaction tasks. This method addresses
the issues discussed above through the creation of
testbeds—environments and tasks that involve all of
the important aspects of a task, that test each compo-
nent of a technique, that consider outside influences
(factors other than the interaction technique) on per-
formance, and that have multiple performance mea-
sures.
As an example, consider a proving ground for auto-
mobiles. In this special environment, cars are tested in
cornering, braking, acceleration, and other tasks, over
multiple types of terrain, and in various weather condi-
tions. Task completion time is not the only performance
78 PRESENCE: VOLUME 10, NUMBER 1

variable considered. Rather, many quantitative and qual-
itative results are collected, such as accuracy, distance,
passenger comfort, and the user’s perception of the
“feel” of the steering.
3.5 Application of Testbed Results
Testbed evaluation produces a set of results that
characterize the performance of an interaction tech-
nique for a specified task. Performance is given in
terms of multiple performance metrics, with respect
to various levels of outside factors. These results be-
come part of a performance database for the interac-
tion task, with more information being added to the
database each time a new technique is run through
the testbed.
Testbed evaluation is not an end unto itself.
Rather, it has the goal of producing applications with
high levels of performance. Thus, the last step in our
methodology is to apply the performance results to
VE applications, with the goal of making them more
useful and usable. To choose interaction techniques
for applications appropriately, we must understand
the interaction requirements of the application. We
cannot simply declare one best technique, because
the technique that is best for one application will not
be optimal for another application with different re-
quirements. For example, a VE training system will
require a travel technique that maximizes the user’s
spatial awareness, but will not require a travel tech-
nique that maximizes point-to-point speed. On the
other hand, in a battle-planning system, speed of
travel may be the most important requirement.
Therefore, applications need to specify their interac-
tion requirements before the correct ITs can be chosen.
This specification will be done in terms of the perfor-
mance metrics that we have already defined as part of
our formal framework. Once the requirements are in
place, we can use the performance results from testbed
evaluation to recommend ITs that meet those require-
ments. These ITs, having been formally verified, should
increase the user’s performance levels and the applica-
tion’s usability.
4 Experiments
We present two experiments that bring together
the components of the formal methodology. The first
testbed is designed to evaluate selection and manipula-
tion techniques, and the second is for travel techniques.
Each testbed is a set of tasks and environments that
measure the performance of various combinations of
technique components and outside factors for multiple
performance metrics.
Both testbeds were designed to test any technique
that could be created from its respective taxonomy.
However, exhaustive testbeds would be too immense to
carry out. Therefore, our testbeds have been simplified
to assess conditions based on a target application (see
section 5). Nevertheless, the tasks and environments are
not biased towards any particular set of techniques, and
others can be tested at any time with no loss of general-
ity. For both testbeds, the tasks used are simple and
general.
4.1 Selection and Manipulation
Testbed
We designed and implemented a limited testbed
that can evaluate selection and manipulation techniques
in a number of what we consider to be the most impor-
tant conditions. The analysis of importance is based on
our experiences with real applications, our more infor-
mal study of selection and manipulation, and the re-
quirements of our target application.
The testbed was designed to support the testing of
any technique that can be created from the taxonomy.
The tasks and environments are not biased towards any
particular set of techniques. We have evaluated nine
techniques, but others can be tested at any time with no
loss of generality.
In the selection phase, the user selects the correct ob-
ject from a group of objects. In the manipulation phase,
the user places the selected object within a target at a
given position and orientation. Figure 2 shows an exam-
ple trial. The user is to select the darker box in the cen-
ter of the 3 3 array of boxes, and then place it be-
tween the two wooden targets in the manipulation
Bowman et al. 79

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Related Papers (5)
Frequently Asked Questions (2)
Q1. What are the contributions in this paper?

In this paper, the authors present a systematic approach, testbed evaluation, for the assessment of interaction techniques for VEs. The authors present two testbed experiments, covering techniques for the common VE tasks of travel and object selection/manipulation. The results of these experiments allow us to form general guidelines for VE interaction and to provide an empirical basis for choosing interaction techniques in VE applications. 

In the future, the authors would like to extend this approach to make it more rigorous and systematic. The authors also plan to make the testbeds and experimental results more readily available to VE developers and researchers. There are very few potential users of most VE applications who could be considered experts, so the current results are useful, but an understanding of how performance changes over time would have an added value. A set of guidelines based on the results is part of the answer to this problem, but the authors feel that it would also be useful to create an automated design guidance system that suggests interaction techniques by matching the requirements of a VE application to the testbed results.